#version 460 core

layout ( location = 0 ) in vec3 aPos;
layout ( location = 1 ) in vec3 aNormal;

uniform mat4 modelMat;
uniform mat4 viewMat;
uniform mat4 projMat;

void main()
{
    gl_Position = projMat * viewMat * modelMat * vec4(aPos, 1.0f);
}